Team Fortress 2

Team Fortress 2

Not enough ratings
Yet Another Two Cities Guide
By Sei
This is a somewhat basic guide on how to play Two Cities and what to expect.
   
Award
Favorite
Favorited
Unfavorite
WORK IN PROGRESS
This is a work in progress so don't go in expecting anything super high quality. That being said, maybe you'll still find something useful. Keep in mind that I'm not an expert. There is a high chance that a good bit of stuff in here is false, but know that it should still give you a general idea of what you should be doing and/or where to start.
Introduction
So you want to try out Two Cities and don't know where to start, or there's something you are unfamiliar with, huh? Well you've come to the right place. In this guide I will be going over everything you should need or want to know, including metas, classes, loot, and more! I'm not the most experienced MVM player, not by a longshot, but I figure I have enough experience to share my knowledge with others, hence why I'm creating this at all. There may be some things I have missed, but I tried to put in as much useful information in here as possible. Hopefully you can learn a thing or two from this guide and if you do, a rating would be greatly appreciated. :p
THE META
The base meta team composition for Two Cities consists of 1 scout, 1 soldier, 1 demo, 1 heavy, 1 engineer, and 1 medic. This team comp should work in any and all situations, though sometimes the meta can differ.

The meta team composition for Bavarian Botbash consists of 1 scout, 4 soldiers, and 1 engineer. The base meta team comp works just fine for Botbash as well, however the 4 soldier meta is the most efficient (and most fun in my opinion) way to beat the mission, and it can even be done on low tour teams with the proper coordination.

The meta for Metro Malace is the same as the base meta, though it is rather common to see the demo swap classes after the first wave.

The meta for Hamlet Hostility is the same as the base meta, however on the last wave the meta is said to be all pyros. The meta of the last wave can somewhat be disregarded because of how easy it is, in fact, it is so easy you can win with a team of only Righteous Bison soldiers. More on that in the soldier section of Class Tips.

Keep in mind that it is very much possible to win while not having the meta team composition; however, if your team appears to be struggling, it may be in your best interest to follow the map's meta and make sure everyone is playing their best class in order to insure victory. Continue reading for more information on meta-breaking and why the meta is what it is.
Class Tips
In this section I will be going over the role of each class, how they should be played, what weapons you should being using for them, a general idea of the upgrades you should purchase for them, as well as other useful tips, such as when each class is most useful and which classes can be swapped with each other.
Scout
Role & Money
Scout's role is to collect money, help out with killing the big bots, and help deal with snipers when nobody else can. Money comes first, killing bots and supporting your team comes second unless your team is really struggling, and sniper killing should only be your concern if the giants and money are under control. Scout is unique when it comes to money collection. Instead of having to walk directly over the money to collect it, he has a large area around him that pulls in money from a distance. This aura does need to have line of sight to collect money, though, so you have to make sure to go around every corner money could be when possible. Since your main goal as scout is to collect the money, it's important to know how money works in mvm. When a robot is killed, it drops money. Simple as that. Support bots are infinite, so they have a cap on how much money they will drop. Some bots, such as support snipers, never drop money. Engie bots and spies, however, do drop money, so be careful and alert when they spawn in. At the end of each round, a bonus is given depending on how much money is missed. If no money is missed, the bonus is 100. If 1-50 dollars are missed, the bonus is only 50. if more than 50 dollars are missed, the bonus is 0. Scout can be very stressful when things get out of hand, as you are expected to collect all the money, and missing even 1 dollar is equivalent to missing 51 since you wont get the full bonus at the end of the round. Just make sure to keep in mind where all the bots are at all times as well as you can, and make sure your team is helping you collect money if bots become scattered all around the map. Also, if you have a sniper on your team, note that any bots the sniper snipes will drop red money. This money does not need to be collected. When the sniper snipes a robot, the money is instantly given to the team, so the money that is dropped only exists to give you, the scout, health/overheal. Lastly, since scout's main objective is collecting money, you are more than welcome to switch to whatever class you'd like on the last wave since money isn't a concern at that point.

Weapons & Upgrades
For your primary, you should be using either stock, the force-a-nature, or my personal favorite, the soda popper. The soda popper is really nice because not only does it have good damage, especially when upgraded, but it also allows you to have a couple more jumps whenever you need, becoming helpful when there's money up somewhere high and you need to get to it quickly. For your secondary and melee, you should always be using the mad milk and fan o' war. Use the milk for helping your team stay live when killing giants and for slowing down bots, especially super scouts. Use the fan for marking giants for death so they can be destroyed faster. In terms of upgrades, you should generally focus resistances and utility, such as purchasing the slowing upgrade and recharge rate for the milk. The first thing you should upgrade is movement speed and milk slow. After you max movement speed and get the milk upgrade, then you should begin working on resistances in accordance to what the wave asks. As the scout, money heals you, so more experienced players will tend to focus less on resistances and more on primary upgrades. An upgraded soda popper can do some crazy damage, so if you have confidence in your ability to survive without many resistances and still collect all the money, it couldn't hurt to upgrade your primary to give your team that support.
Soldier
Role
Soldier's role is bot crowd control and general support. He excels in taking out huge hoards of bots and does excellent damage to giants too with the proper upgrades. Soldier is the perfect class for dealing with rogue bots, defending multiple bot spawns thanks to his rocket jump, and delaying/dealing with super scouts thanks to the Rocket Specialist upgrade, which I'll get into in just a moment. Soldier is so useful that the meta for Botbash revolves around having 4 soldiers because of the lack of uber medics, scarcity of giant bots, and overabundance of large crowds of small bots in the mission.

Weapons & Upgrades
Your primary should be either the stock rocket launcher, the beggar's bazooka, the black box, or the airstrike. The viability of the airstrike is debatable, and even in the right hands it can be pretty weak as a result of its reduced damage and blast radius. Keep in mind that the beggar's is a bit weaker than the stock rocket launcher without many upgrades, so if you prefer the beggar's, you may want to start out with stock until the middle waves. Also keep in mind that the beggar's cannot receive ammo from dispensers when you have it active, so when you're low on ammo you need to swap to your secondary or melee in order to refill. Your secondary should be one of the three banners and your melee doesn't matter. For melee I like to use the disciplinary action to help my teammates get in and out of fights easier when one of us is out of ammo. Soldier's upgrades, like most, are up to personal preference save for a few key upgrades. Soldier is one of the classes that shouldn't need many resistances until the later waves, as his mobility and damage output can keep him alive rather easily, especially with the health on kill upgrade for his primary. That being said, unless you are really struggling to stay alive or can't rocket jump away from danger when necessary, you focus on your primary upgrades and only put 1 tick into each required resistance except for crit resistance, which you should have maxed. For your primary, you should have only one tick in Rocket Specialist at all times, and the rest of the primary upgrades are personal preference. Personally I use stock and I like to put one tick into Rocket Specialist, then max reload speed, then max firing speed, then put 1 tick into health on kill and ammo capacity, then max damage, then resistances and clip size/ammo with my remaining credits. Sometimes I like to use the beggar's, and when I do, I put much less priority on firing speed, little-to-no priority on clip size, and a little bit more priority on ammo capacity. You should never have any reason to upgrade your melee, however you can upgrade your banner if you'd like, though you'd probably be better off just upgrading your primary/resistances. Crit canteens can also be helpful for when the team could use an extra push to take care of a threat.

Weapons & Upgrades Cont.
In the meta section I said the Righteous Bison can be used to beat wave 7 (the last wave) of Hamlet Hostility. This is true, however don't let it fool you into thinking that the Righteous Bison is a good weapon. It is not. The only reason the Righteous Bison is viable in that situation is because not only is the wave very easy, but the Bison's ability to penetrate targets allows you to take out the annoying support bots while dealing damage to the tanks at the same time. The Bison can (and I use that very loosely) be used on final waves of other missions, but don't go into them thinking that it will be super useful. It only has an affect when it's fully upgraded, hence while it's only ever viable at the end of a mission, but even then it is still pretty weak because the projectile is small, it's hard to aim, the damage is inconsistent, and the damage it does in general is somewhat pathetic. With all this in mind, I don't want to be a killjoy, so if your team is doing well and you think they'd be fine if you went Bison soldier, go right ahead. The perfect opportunity to swap to Bison soldier on the last wave is when you've been scout for the whole mission since scout isn't required for the last wave.
Map Tips and References
If you plan on trying to learn how to play demo and/or memorize what comes on each wave and where, I highly recommend having the rounds open on a second monitor or on your phone. At the end of this section will be provided links to the wiki page of each mission in Two Cities. These wiki pages show what bots come out when and other useful information about the bots. You can hover over anything in the page with dotted lines on the bottom of it for more information on it. Example Below:


Be careful when evaluating what bots come out and when, considering that certain sub-waves come out after other waves have finished spawning rather than after all the bots in the sub-wave have died. These wiki pages aren't meant to be a straight up solution to not knowing the waves, but rather a tool to help you memorize them along with much practice. The #1 best way to learn where to put stickies and how to play demo in general is to just watch higher tour players do it. There aren't many videos out there about exactly where to place stickies on every map and such, so you just have to learn the natural way by watching more experienced players and drawing your own conclusions from your experiences.
That being said, here are the links to the wiki pages:
Empire Escalation
Metro Malice
Hamlet Hostility
Bavarian Botbash
General Upgrade Tips
Avoid health regen
Health regen might seem like a useful upgrade, however while it does do exactly what it advertises, it is not worth the price whatsoever. You'd be MUCH better off just putting 1 tick into health on kill on your primary weapon.

Correctly prioritize resistances
In most cases, you should buy resistances based on what the wave calls for. For example, if there are soldiers and heavies on the current wave, it'd be a good idea to put a tick or more into blast and bullet resistance. Crit resistance should usually be prioritized over basic resistances, so in many cases you should have maxed crit resist before having more than 1 of any basic resistance, assuming there are enough crit bots to cause issues. I see many newer players making this mistake, so let me emphasize that you should NEVER buy crit resist if there are no crit bots OR buff banner soldiers. Crit resist works against mini crits too, so it also helps against the mini crits given by buff banner soldiers. TL;DR buy resistances according to what comes in the wave and prioritize crit resist over the other basic resistances when called for.

Experiment, experiment, experiment!
You have a lot of options for upgrades on each of the 9 classes. While many of them you should almost never be without, many more of them can be interchanged with each other. Different upgrades work better for different people! After you have the basics down and get a general idea of what you're doing, try going for upgrades you don't normally get, or upgrade things in a different order than you normally do until you find the upgrade order that's perfect for you! If things don't work out, just refund and try something else!
Bugged Upgrades
Firing Speed (Heavy Primary Weapons)
This upgrade does absolutely nothing on the second tick. All other ticks work as intended except when using the tomislav, however that shouldn't matter since you shouldn't be using the tomislav in the first place.

Sentry Firing Speed
It's a bit unclear as to what doesn't work with this upgrade, as the topic is still debated amongst players, however the general consensus that I've received from high tour players is that the first tick works exactly as it should, the second tick only affects the firing speed of the sentry when wrangled, and the third tick does nothing at all.

Reload Speed (Sniper Primaries)
This upgrade works as intended; however, it will not work with scoped shots unless you have "Sniper: Sniper Rifle Will Re-zoom After Firing A Zoomed Shot" enabled in the advanced options menu. This does not matter for the huntsman or fortified compound, however you shouldn't be using those weapons to begin with.
Loot Information
So you're wondering how drops work, huh? Well it's rather simple. At the end of each mission, everyone will get 6-10 random items unless they have already completed the mission in their current tour. The first item can be a regular craft hat, a robot hat, items like dueling minigames, and most commonly, regular unique weapons. The rest of the crates will be robot parts with the low chance of 1 or 2 of the last crates being a rare robot part or a specialized killstreak kit fabricator. If someone is using a surplus voucher, everyone will get another crate that has the same item pool as the first regular crate (weapon/hat/etc). Surplus vouchers are never worth it. You'd be MUCH much better off just buying 2 regular tickets instead. At the end of your tour, you will get 2-4 crates in the far right column along with your regular 6-10. The first 2 crates will always contain a basic killstreak kit and a specialized killstreak kit fabricator no matter how many crates you got. If 3 crates appear, the third crate will be either a professional killstreak kit fabricator, or the ever-elusive australium weapon. The chance of getting an australium from 3 crates is very low. Many have gotten lucky enough to get one within their first 20 tours, however I didn't get one until my 70th tour and I've met people that haven't got one in over 150. If the third crate is smacked open with various comic-like onomatopoeias rather than blown open by a fuse like the other crates, it is guaranteed to be an australium. In the otherworldly event that you get 4 crates, an australium is guaranteed as well as a professional killstreak kit fabricator. While Two Cities is easily the most profitable tour available, I would not advise trying to play purely for profit. Not only are valuable items very rare, but it is likely you will only get back what you played to play the tours in the first place if even, not to mention that each full tour lasts a minimum of 3-4 hours long in most cases.
Fun/Miscellaneous Information
Civillian/A-pose
You can A-pose in any MVM mission (including missions outside of Two Cities) by simply walking outside of the spawn room, swapping a weapon to a different weapon that has a different taunt (swapping from the atomizer to the fan-o-war for example), then walking up to an upgrade station and upgrading anything while taunting using that weapon.

Strange Places You Can Stand
There are several places in Mannhattan and Rottenburg where you can stand where it doesn't look like you should be able to. Here are some examples:
This beam in Mannhattan

It can be rather difficult, but it's possible to stand on the side of this thing in Mannhattan

The outside of this fence in Mannhattan

And the tip of this bot exit in Rottenburg
Conclusion
If there is any information you believe I got wrong or you think something should be tweaked, feel free to leave a comment about it and I will be delighted to consider what you have to say. Thank you so much for reading and I hope I helped! Good luck on your future tours and may your adventures be lined with australiums and pro kits in abundance!
2 Comments
Sei  [author] 26 Mar, 2021 @ 2:17pm 
Thanks!
♦Benji♦ 26 Mar, 2021 @ 11:59am 
cool guide